
ac.skill('水之呼吸'){
    temp = '攻击触发',
    model1 = [[51.mdl]],
    on_run = function(self,hero,target)
        local point1 = hero:get_point()
        local point2 = target:get_point()
        local angle = point2 / point1
        local damage = self:dmg_get()
        local num = math.min(3 + math.floor(hero:get('多重数量')/3),6)
        for a=1,num do
            local r = angle + math.random(360)
            local point2 = point2 - {r,800}
            ac.wait(a*200,function()
                local mover = point2:launch_wave(self.model1,r + 180,1200,800)
                mover.mover:set_scale(0.5)
                
                function mover:on_remove()
                    local point1 = self:get_point()
                    hero:aoe_damage(point1,300,damage,function(unit)
                        if lock[unit.handle] then
                            return true
                        end
                        lock[unit.handle] = true
                    end)
                end
            end)
        end
        
        
        -- ac.loop(500,function(t)
        --     num = num + 1
        --     if num>=3 then
        --         t:remove()
        --     end
        --     local mover = nil
        --     if num==1 then
        --         mover = hero:bezier_missile(point3 - {angle+90,500},last,self.model1,900)
        --     elseif num==2 then
        --         mover = hero:bezier_missile(point3 - {angle-90,500},last,self.model1,900)
        --     else
        --         mover = hero:launch_wave(self.model1,angle,800,range)
        --     end
        --     mover.mover:set_scale(0.5)
        --     mover.mover.hide_when_remove = true
        --     sc.loopUnit(0.03,mover,120,function(group,unit)
        --         if unit:is_enemy(hero) then
        --             hero:create_damage(unit,damage,self)
        --         end
        --     end)
        -- end)
        
    end,
}